You know that the mg - dev version shows the pink circles for the range (big circles) and being affected by attack-boosts (small circles), when debug mode is enabled ? (What I mean is the info: MouseXY / MouseXY cell cord / ...)
I personally think it's a great feature for developing and testing attack-boosts, but why are you playing with debug-mode enabled ?
renderer.cpp
// Render Attack-boost circles
4832 if(showDebugUI == true) {
4833 //const std::pair<const SkillType *,std::vector<Unit *> > ¤tAttackBoostUnits = unit->getCurrentAttackBoostUnits();
4834 const UnitAttackBoostEffectOriginator &effect = unit->getAttackBoostOriginatorEffect();
4835
4836 if(effect.skillType->isAttackBoostEnabled() == true) {
4837 glColor4f(MAGENTA.x,MAGENTA.y,MAGENTA.z,MAGENTA.w);
4838 renderSelectionCircle(currVec, unit->getType()->getSize(), effect.skillType->getAttackBoost()->radius);
4839
4840 for(unsigned int i = 0; i < effect.currentAttackBoostUnits.size(); ++i) {
4841 // Remove attack boost upgrades from unit
4842 int findUnitId = effect.currentAttackBoostUnits[i];
4843 Unit *affectedUnit = game->getWorld()->findUnitById(findUnitId);
4844 if(affectedUnit != NULL) {
4845 Vec3f currVecBoost = affectedUnit->getCurrVectorFlat();
4846 currVecBoost.y += 0.3f;
4847
4848 renderSelectionCircle(currVecBoost, affectedUnit->getType()->getSize(), 1.f);
4849 }
4850 }
4851 }
4852 }
4837 glColor4f(MAGENTA.x,MAGENTA.y,MAGENTA.z,MAGENTA.w); //here you got your pink
4848 renderSelectionCircle(currVecBoost, affectedUnit->getType()->getSize(), 1.f); //and here your cicles